Unity 2D Game Developer Course Farming RPG (Udemy.com)

Build the core systems for a 2D Farming RPG game using the Unity game engine and C# in this intermediate Unity course.

Created by: Rob Ager

Produced in 2021

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What you will learn

  • Unity 2D Game Development For A Farming RPG to create the core systems for a Stardew Valley type game.
  • Intermediate level course will show you how to build a sophisticated game by creating complex Unity components using C# scripting.
  • 43 Hours of in depth tutorials and includes the full completed project with save points after every lecture.
  • Set-up the Player game object in a multi-level hierarchy, and implement movement and animations using events.
  • Use multiple tilemap layers to build game scenes which give a sense of depth.
  • Use Cinemachine to create a camera to follow the player and remain within the scene bounds.
  • Build comprehensive item and inventory systems using scriptable objects and prefabs.
  • Build an inventory bar UI that allows the player to pickup, drop and re-arrange items.
  • Implement a game time system and UI that generates time related events.
  • Create a scene manager that loads and unloads scenes

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Quality Score

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Overall Score : 98 / 100

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Course Description

Have you ever wanted to create your own Farming RPG? Games like Stardew Valley and Harvest Moon have been incredibly successful, and you too can develop your own game with the help of this course. We'll explain how to develop many of the core systems and game functionality. We'll start with a blank project and then develop the game lecture by lecture, covering all the code and Unity configuration you will need. This course is massive with over 40 hours of lecture videos, 98 lectures, a starter assets pack, and a complete Unity project that you can download to follow along. We even provide another Unity project to demonstrate AStar pathfinding! So while it took the creator of Stardew Valley over 4 years to create his game, you can get a head start by using this course, potentially saving many months or even years of development time !
Who this course is for:
Intermediate Unity Developers who want to extend their skills and knowledge using a full project based course.
Existing Unity developers who are fans of Stardew Valley or Harvest Moon and want to build their own Farming RPG.
A Unity developer who has previously built some prototypes or games and wants a challenging project course to level up their skills.

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Instructor Details

Rob Ager

Are you passionate about game development? Well, if you are, welcome to my Udemy courses! My interest in game development started over 40 years ago when I had my first computer - a Tandy TRS-80. This was soon followed by a Sinclair Spectrum and other micro computers of that era. I had my first game commercially published in 1983 while I was still at school. My career took me into corporate business software development and project management. Over the last few years I have discovered the Unity game engine with C# scripting, picking up my interest in game development where I left off all those years ago.... and wow, haven't things changed! The tools available to the budding game developer now are just fantastic and incredibly powerful. I wish you every success on your game development journey and hope you find it as interesting as I do.

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Reviews

4.9

44 total reviews

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By kulwinder singh on 12/20/2020

The course is pretty good...

By qroqloq qq on 12/6/2020

there is a very professional feel and look to this course. its an advance course but the instructor really helps the process by visually representing what he is trying to teach through slides.
I'm pretty sure I would feel more confident in making my own game after finishing this course. thanks a bunch Rob!

By Justin on 11/23/2020

I was going to wait until I finished this course in it's entirety to review it, but it's clear that I'm in for the long haul.
I'll start with the good and keep it short since there's plenty of reviews explaining everything this course did right. The sheer amount of content in this course is amazing to me, and not just the content that's shown upfront. If your goal going into this is to learn, and you're at all self-directed, you'll find yourself enamored with looking into how all of these systems are setup.
There's a certain elegance to some of it that you never see in youtube tutorials. I'll rant on the save system a little later but the way it handles everything through the ISaveable interface and it's so clean to add new things is really nice and gives me a good perspective on how to handle other things going forward (I think a similar system will come in handy once I get to the machines part of my crafting system for example.)
The grid properties system is unbelievable. I can see uses for it in almost every tilemap based game I can think of, and it's extremely versatile. This course is worth it's value in this one system alone.
There's plenty more that's great about this course, and I'd rate it in my favorites on this site.
Now for the parts I didn't enjoy:
Unfinished features. I'm fine with room to expand, but some of the stuff is so barely implemented that it would be better left out in my opinion. Unless I missed a couple lectures somewhere there's some ghost code in there about crops and seasons that I dont see get actually implemented to any degree anywhere.
These missing features aren't necessarily hard to implement, but in a course that's already so long I don't see any point in throwing in a few variables to say that you could but not touching them afterwards.
Other reviews covered it so I wont tear in too hard but there really is almost no explanation on how the animation system works. The beginning of this course could have really used one of those more detailed slides you see later that really breaks down how the controllers work.
I'm working on redoing all my graphics but redoing the farmer is going to be a nightmare. The spritesheet isn't labelled at all so there's no way to tell. The animation controllers are all split up pretty severely but trying to find out what art I need to do for what part is still a mystery to me, over a hundred hours into my project. It is something I will be able to figure out and redo, but the animation is handled so differently from what you see in other courses/on youtube, and there's no clear explanation in the course to help guide me.
The inventory system. I find it very limited and almost not suited to the sort of project this is. I understand it's for good reasons (the course is SUPER long, and an advanced inventory is a big project in itself,) but some of the decisions made I really don't understand. Instead of keeping any sort of index on which slot which items are stored in, the system just keeps track of what items are in the inventory. This leads to the major limitation of being unable to organize the inventory in any major way.
All of the items are stored in a single scriptable object, and you reference them through a unique ID you set. This is extremely cumbersome to work with. The course does have you code a custom property drawer that makes it so when you type in an item ID it displays the name of the item below, but it's still a lot to keep track of. For a project with only a few items I'm sure it would suffice, but even by the end of the course it gets annoying.
As far as I can tell (I'm not an expert so maybe it's easier than I think,) it would take a pretty good rewrite of the system to handle crafting as well.
I do highly recommend that if you want to continue the project you make during this course afterwards you do a pretty big inventory refactor early. One thing I will give this course MASSIVE credit for is at the start of it I had no idea how you'd make an inventory system, and 80% of the way through it I've written my own custom one from scratch.
For those interested, to keep it brief, in my rewrite I have each of the items being their own scriptable object, and I have the inventory slots themselves handle where items are stored. My inventory manager is just a glorified counter for the most part, that also handles saving. That's a very brief generalization, but there is some excellent tutorials out there on the subject.
The save system. I said I love it earlier, but I have one major complaint about it, and that's the way the actual save and load is handled. I love how all the data is stored, I love the explanations in the part of the course where you write it. What I really don't like is how hard it is to debug, and how bad stuff fails when it does go wrong. The reason I find this to be a problem is instead of having any real control over the order stuff saves or knowing when it does, the save manager just makes a call to all ISaveable objects to save themselves, then serializes them when it's finished. The order of this is a complete mystery, and it leads to some issues down the road. One example is my chest system. Instead of their inventories being stored on the persistent scene they're stored on each scene, meaning i have to do some of their saving and loading on scene exit and entry.
The scene the player is in is smartly loaded from inside of the player, but when I loaded a new save I kept having my inventories half load, then a new scene would load breaking everything and throwing exeptions. I did get it fixed, but it makes me wonder if maybe the ease of use of the save system becomes a limitation in a project like a farming RPG, even if you don't plan on expanding on it as much as me.
I haven't gotten to the NPC part of the course yet, but I feel it is also worth noting to people that this course contains no content about quests, dialogue, vendors, or any sort of hostile enemies.
Now I will say that I've gotten an INSANE amount of time out of this course and I'm still not finished. Once I get through the NPC portion if I don't run into any big issues I fully plan on upping my review score to 4.5/5 stars. This is hands down the course I've learned the most from on this site.
I would really like to see a part 2 of this course, or really any other sort of content from the instructor. He has a good way of explaining most things, and the code for everything but the animation system is extremely readable and explains itself. I found for some of the easier parts of the course I needed to turn the speed up to 1.5X, and some of the harder parts of the course the instructor talks a little bit fast, but those are all small complaints and I feel like the parts we struggle are probably all relative.
If you're thinking about getting one course on this site, and you'd rank yourself anywhere above beginner in c# and unity, I'd say you're doing yourself a disservice not getting this course.

By Stephan Pretorius on 11/23/2020

Really good course, i would definitely recommend it to anyone.

By Wen on 11/23/2020

One of the best course for intermediate level Unity development. As a software developer myself, I can tell that the way some of the other Unity courses taught is not 'correct', put everything in one class or bodging codes to get it working won't pass code review if that's in a real production environment. But this course is different, I know the way this course organises code is following the correct standard. Really learnt a lot from this course!
If there is anything to improve, I would say the course didn't cover dialogue system, or quest system, and taught very little on how to create the complex animator. However consider this course is already 50 hours long, these topics could be included in future courses and I will definitely buy it.
Will come back Udemy and check if Rob got any new course released often.

By Alisa Louise on 11/20/2020

The teacher is easy to follow and the course has great pacing. I don't feel great about copy/pasting everything over from the original documents however this is my favorite 2D course I've taken so far.

By Jan Kaptein on 11/18/2020

I have ZERO C# knowledge but have programmed a lot in Assembler in the Commodore64/Amiga era, aswell doing a lot of pixelart. For me a perfect course, although i will use other resources to get a grip off the C# language and getting better arround in using in Unity. Overall a decent course worth the money. There is 1 point of criticism/remark about this course i have to make. The last part of the course is a brief 'Game over' note about 'Don't stop here add your own content' After watching over 40 hours of video and many more in typing and rewinding. That last note felt like a BIG letdown/anticlimax.
In my opinion what was way more suitable for this course. Go over the completed course and talk a bit about how you can expand the current project. Closed with some afterthoughts and a closing statement. But as a wise man once said 'Everyone's a critic'. When this will be added i will rate the course a 5 Star. And update my coursereview.
***Update***
Had a nice chat with Rob and as promised raised the course to a 5* rating.
Extra note for coursetakers. Stardew Valley took a guy with an University degree 4.5 years to develop and still updates the game with extra content. Start the course with the right expectations. To clarify. Be familiar with C# basics and dig into Unity on beforhand. Give Rob a fair rating he deserves it, i have a ...lot .....really a lot of Unity courses.

By Christian Rose on 11/17/2020

Literally, it's just above my expectations. Well structured and taught course.

By Utzsar on 11/13/2020

Great thorough explanations and very well thought out methodologies behind the hierarchies of scripts & game objects! I'm barely into the full breadth of content and I've already learned a ton.

By Stefan Wegerer on 11/13/2020

Sehr guter Kurs, es wird sehr viel geboten und auf eine Art prsentiert die fr Jeden nachvollziehbar ist.

By David Prince on 11/11/2020

great so far....

By Oscar Martnez on 11/9/2020

Incredibly well paced and explained, recommended 100%.